Hello! Yoshi’s Island hacking has never really managed to take off like SMW hacking has, despite having just as many fascinating mechanics to play around with. Intrigued and inspired by pioneering works such as Isocitration’s SMW2 Hack and pinnor’s Trouble in Paradise, we set out to see just how much this game has to offer. What we found was a Land of Possibilities Beyond Our Wildest Imaginations. Without spoiling too much, here are some excerpts from the levels we’ve made so far:
Responsible for the level design in this hack are GbreezeSunset, Blue Leaf, and me.
In order to properly work in this engine, we've had to bend it to our will somewhat. You might’ve already noticed that we removed Baby Mario using the Empty Nest patch, but we needed more. This is where the fourth member of our little troupe, Medic, comes in. He graciously coded the following QoL patches for this project:
Firstly, he made an instant retry patch, allowing for difficult levels to flow more smoothly.
Secondly, he removed red coins and the star score, meaning that flowers are now the only collectable that our designers have to worry about. This has made level creation easier by orders of magnitude.
And speaking of flowers, he also coded a system that saves collected flowers after deaths so you only have to collect each flower once.
Hopefully this little teaser has gotten you interested in our hack. At the time of writing, 14 of the 30 planned levels are done and we’re aiming for a release next C3. I’m really looking forward to sharing our findings with you all!
Responsible for the level design in this hack are GbreezeSunset, Blue Leaf, and me.
In order to properly work in this engine, we've had to bend it to our will somewhat. You might’ve already noticed that we removed Baby Mario using the Empty Nest patch, but we needed more. This is where the fourth member of our little troupe, Medic, comes in. He graciously coded the following QoL patches for this project:
Firstly, he made an instant retry patch, allowing for difficult levels to flow more smoothly.
Secondly, he removed red coins and the star score, meaning that flowers are now the only collectable that our designers have to worry about. This has made level creation easier by orders of magnitude.
And speaking of flowers, he also coded a system that saves collected flowers after deaths so you only have to collect each flower once.
Hopefully this little teaser has gotten you interested in our hack. At the time of writing, 14 of the 30 planned levels are done and we’re aiming for a release next C3. I’m really looking forward to sharing our findings with you all!